mame/src/osd/modules/render/d3d/d3dhlsl.cpp

2606 lines
86 KiB
C++

// license:BSD-3-Clause
// copyright-holders:Aaron Giles
//============================================================
//
// d3dhlsl.cpp - Win32 Direct3D HLSL implementation
//
//============================================================
// MAME headers
#include "emu.h"
#include "drivenum.h"
#include "render.h"
#include "rendutil.h"
#include "emuopts.h"
#include "aviio.h"
#include "png.h"
#include "screen.h"
// MAMEOS headers
#include "winmain.h"
#include "window.h"
#include "modules/render/aviwrite.h"
#include "modules/render/drawd3d.h"
#include "d3dcomm.h"
#include "strconv.h"
#include "d3dhlsl.h"
#include "../frontend/mame/ui/slider.h"
#undef min
#undef max
#include <utility>
//============================================================
// PROTOTYPES
//============================================================
static void get_vector(const char *data, int count, float *out, bool report_error);
//============================================================
// HLSL post-render AVI recorder
//============================================================
class movie_recorder
{
public:
movie_recorder(running_machine& machine, renderer_d3d9 *d3d, int width, int height)
: m_initialized(false), m_d3d(d3d), m_width(width), m_height(height)
, m_sys_texture(nullptr), m_sys_surface(nullptr)
, m_vid_texture(nullptr), m_vid_surface(nullptr)
{
HRESULT result;
m_avi_writer = std::make_unique<avi_write>(machine, width, height);
m_frame.allocate(width, height);
if (!m_frame.valid())
return;
result = d3d->get_device()->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &m_sys_texture, nullptr);
if (FAILED(result))
{
osd_printf_verbose("Direct3D: Unable to init system-memory target for HLSL AVI dumping (%08lX)\n", result);
return;
}
m_sys_texture->GetSurfaceLevel(0, &m_sys_surface);
result = d3d->get_device()->CreateTexture(width, height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &m_vid_texture, nullptr);
if (FAILED(result))
{
osd_printf_verbose("Direct3D: Unable to init video-memory target for HLSL AVI dumping (%08lX)\n", result);
return;
}
m_vid_texture->GetSurfaceLevel(0, &m_vid_surface);
m_initialized = true;
}
~movie_recorder()
{
if (m_sys_texture != nullptr)
m_sys_texture->Release();
if (m_sys_surface != nullptr)
m_sys_surface->Release();
if (m_vid_texture != nullptr)
m_vid_texture->Release();
if (m_vid_surface != nullptr)
m_vid_surface->Release();
}
void record(const char *name)
{
if (!m_initialized)
return;
m_avi_writer->record(name);
}
void save_frame()
{
if (!m_initialized)
return;
// copy the frame from video memory, where it is not accessible, to system memory
HRESULT result = m_d3d->get_device()->GetRenderTargetData(m_vid_surface, m_sys_surface);
if (FAILED(result))
return;
D3DLOCKED_RECT rect;
result = m_sys_surface->LockRect(&rect, nullptr, D3DLOCK_DISCARD);
if (FAILED(result))
return;
for (int y = 0; y < m_height; y++)
{
DWORD *src = (DWORD *)((BYTE *)rect.pBits + y * rect.Pitch);
uint32_t *dst = &m_frame.pix32(y);
for (int x = 0; x < m_width; x++)
{
*dst++ = *src++;
}
}
result = m_sys_surface->UnlockRect();
if (FAILED(result))
osd_printf_verbose("Direct3D: Error %08lX during texture UnlockRect call\n", result);
m_avi_writer->video_frame(m_frame);
}
void add_audio(const int16_t *buffer, int samples_this_frame)
{
if (!m_initialized)
return;
m_avi_writer->audio_frame(buffer, samples_this_frame);
}
IDirect3DSurface9 * target_surface() { return m_vid_surface; }
private:
bool m_initialized;
renderer_d3d9 * m_d3d;
std::unique_ptr<avi_write> m_avi_writer;
bitmap_rgb32 m_frame;
int m_width;
int m_height;
IDirect3DTexture9 * m_sys_texture; // texture in system memory
IDirect3DSurface9 * m_sys_surface; // surface in system memory
IDirect3DTexture9 * m_vid_texture; // texture in video memory
IDirect3DSurface9 * m_vid_surface; // surface in video memory
};
//============================================================
// shader manager constructor
//============================================================
shaders::shaders() :
d3dintf(nullptr), machine(nullptr), d3d(nullptr), post_fx_enable(false), oversampling_enable(false),
num_screens(0), curr_screen(0), acc_t(0), delta_t(0), shadow_texture(nullptr), options(nullptr),
black_surface(nullptr), black_texture(nullptr), recording_movie(false), render_snap(false),
snap_copy_target(nullptr), snap_copy_texture(nullptr), snap_target(nullptr), snap_texture(nullptr),
snap_width(0), snap_height(0), initialized(false), backbuffer(nullptr), curr_effect(nullptr),
default_effect(nullptr), prescale_effect(nullptr), post_effect(nullptr), distortion_effect(nullptr),
focus_effect(nullptr), phosphor_effect(nullptr), deconverge_effect(nullptr), color_effect(nullptr),
ntsc_effect(nullptr), bloom_effect(nullptr), downsample_effect(nullptr), vector_effect(nullptr),
curr_texture(nullptr), curr_render_target(nullptr), curr_poly(nullptr),
d3dx_create_effect_from_file_ptr(nullptr)
{
}
//============================================================
// shaders destructor
//============================================================
shaders::~shaders()
{
for (slider* slider : internal_sliders)
{
delete slider;
}
if (options != nullptr)
{
global_free(options);
options = nullptr;
}
}
//============================================================
// shaders::save_snapshot
//============================================================
void shaders::save_snapshot()
{
if (!enabled())
return;
auto win = d3d->assert_window();
int width = snap_width;
int height = snap_height;
if (win->swap_xy())
{
std::swap(width, height);
}
HRESULT result = d3d->get_device()->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &snap_copy_texture, nullptr);
if (FAILED(result))
{
osd_printf_verbose("Direct3D: Unable to init system-memory target for HLSL snapshot (%08lX), bailing\n", result);
return;
}
snap_copy_texture->GetSurfaceLevel(0, &snap_copy_target);
result = d3d->get_device()->CreateTexture(width, height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &snap_texture, nullptr);
if (FAILED(result))
{
osd_printf_verbose("Direct3D: Unable to init video-memory target for HLSL snapshot (%08lX), bailing\n", result);
return;
}
snap_texture->GetSurfaceLevel(0, &snap_target);
render_snap = true;
}
//============================================================
// shaders::record_movie
//============================================================
void shaders::record_movie()
{
if (!enabled())
return;
if (recording_movie)
{
recorder.reset();
recording_movie = false;
return;
}
auto win = d3d->assert_window();
osd_dim wdim = win->get_size();
recorder = std::make_unique<movie_recorder>(*machine, d3d, wdim.width(), wdim.height());
recorder->record(downcast<windows_options &>(machine->options()).d3d_hlsl_write());
recording_movie = true;
}
//============================================================
// shaders::record_audio
//============================================================
void shaders::record_audio(const int16_t *buffer, int samples_this_frame)
{
if (!enabled())
return;
if (recording_movie)
{
recorder->add_audio(buffer, samples_this_frame);
}
}
//============================================================
// hlsl_render_snapshot
//============================================================
void shaders::render_snapshot(IDirect3DSurface9 *surface)
{
if (!enabled())
return;
auto win = d3d->assert_window();
int width = snap_width;
int height = snap_height;
if (win->swap_xy())
{
std::swap(width, height);
}
bitmap_rgb32 snapshot(width, height);
if (!snapshot.valid())
return;
// copy the texture
HRESULT result = d3d->get_device()->GetRenderTargetData(surface, snap_copy_target);
if (FAILED(result))
return;
D3DLOCKED_RECT rect;
result = snap_copy_target->LockRect(&rect, nullptr, D3DLOCK_DISCARD);
if (FAILED(result))
return;
for (int y = 0; y < height; y++)
{
DWORD *src = (DWORD *)((BYTE *)rect.pBits + y * rect.Pitch);
uint32_t *dst = &snapshot.pix32(y);
for (int x = 0; x < width; x++)
{
*dst++ = *src++;
}
}
emu_file file(machine->options().snapshot_directory(), OPEN_FLAG_WRITE | OPEN_FLAG_CREATE | OPEN_FLAG_CREATE_PATHS);
osd_file::error filerr = machine->video().open_next(file, "png");
if (filerr != osd_file::error::NONE)
return;
// add two text entries describing the image
std::string text1 = std::string(emulator_info::get_appname()).append(" ").append(emulator_info::get_build_version());
std::string text2 = std::string(machine->system().manufacturer).append(" ").append(machine->system().description);
png_info pnginfo = { nullptr };
png_add_text(&pnginfo, "Software", text1.c_str());
png_add_text(&pnginfo, "System", text2.c_str());
// now do the actual work
png_error error = png_write_bitmap(file, &pnginfo, snapshot, 1 << 24, nullptr);
if (error != PNGERR_NONE)
osd_printf_error("Error generating PNG for HLSL snapshot: png_error = %d\n", error);
// free any data allocated
png_free(&pnginfo);
result = snap_copy_target->UnlockRect();
if (FAILED(result))
osd_printf_verbose("Direct3D: Error %08lX during texture UnlockRect call\n", result);
if (snap_texture != nullptr)
{
snap_texture->Release();
snap_texture = nullptr;
}
if (snap_target != nullptr)
{
snap_target->Release();
snap_target = nullptr;
}
if (snap_copy_texture != nullptr)
{
snap_copy_texture->Release();
snap_copy_texture = nullptr;
}
if (snap_copy_target != nullptr)
{
snap_copy_target->Release();
snap_copy_target = nullptr;
}
}
//============================================================
// remove_render_target - remove an active target
//============================================================
void shaders::remove_render_target(int source_width, int source_height, uint32_t screen_index)
{
remove_render_target(find_render_target(source_width, source_height, screen_index));
}
void shaders::remove_render_target(d3d_render_target *rt)
{
if (rt == nullptr)
return;
for (auto it = m_render_target_list.begin(); it != m_render_target_list.end(); it++)
{
if ((*it).get() == rt)
{
m_render_target_list.erase(it);
break;
}
}
}
//============================================================
// shaders::set_texture
//============================================================
void shaders::set_texture(texture_info *texture)
{
if (!enabled())
{
return;
}
// set initial texture to use
texture_info *default_texture = d3d->get_default_texture();
default_effect->set_texture("Diffuse", (texture == nullptr) ? default_texture->get_finaltex() : texture->get_finaltex());
if (options->yiq_enable)
{
ntsc_effect->set_texture("Diffuse", (texture == nullptr) ? default_texture->get_finaltex() : texture->get_finaltex());
}
else
{
color_effect->set_texture("Diffuse", (texture == nullptr) ? default_texture->get_finaltex() : texture->get_finaltex());
}
}
//============================================================
// shaders::init
//============================================================
bool shaders::init(d3d_base *d3dintf, running_machine *machine, renderer_d3d9 *renderer)
{
osd_printf_verbose("Direct3D: Initialize HLSL\n");
if (initialized)
{
return false;
}
// check if no driver loaded (not all settings might be loaded yet)
if (&machine->system() == &GAME_NAME(___empty))
{
return false;
}
// check if another driver is loaded and reset last options
if (std::strcmp(machine->system().name, last_system_name) != 0)
{
strncpy(last_system_name, machine->system().name, sizeof(last_system_name));
last_options.params_init = false;
}
d3dx9_dll = osd::dynamic_module::open({ "d3dx9_43.dll" });
d3dx_create_effect_from_file_ptr = d3dx9_dll->bind<d3dx_create_effect_from_file_fn>("D3DXCreateEffectFromFileW");
if (!d3dx_create_effect_from_file_ptr)
{
osd_printf_verbose("Direct3D: Unable to find D3DXCreateEffectFromFileW\n");
return false;
}
d3dintf->post_fx_available = true;
this->d3dintf = d3dintf;
this->machine = machine;
this->d3d = renderer;
enumerate_screens();
windows_options &winoptions = downcast<windows_options &>(machine->options());
post_fx_enable = winoptions.d3d_hlsl_enable();
oversampling_enable = winoptions.d3d_hlsl_oversampling();
snap_width = winoptions.d3d_snap_width();
snap_height = winoptions.d3d_snap_height();
this->options = (hlsl_options*)global_alloc_clear<hlsl_options>();
this->options->params_init = false;
// copy last options if initialized
if (last_options.params_init)
{
osd_printf_verbose("Direct3D: First restore options\n");
options = &last_options;
}
// read options if not initialized
if (!options->params_init)
{
strncpy(options->shadow_mask_texture, winoptions.screen_shadow_mask_texture(), sizeof(options->shadow_mask_texture));
options->shadow_mask_tile_mode = winoptions.screen_shadow_mask_tile_mode();
options->shadow_mask_alpha = winoptions.screen_shadow_mask_alpha();
options->shadow_mask_count_x = winoptions.screen_shadow_mask_count_x();
options->shadow_mask_count_y = winoptions.screen_shadow_mask_count_y();
options->shadow_mask_u_size = winoptions.screen_shadow_mask_u_size();
options->shadow_mask_v_size = winoptions.screen_shadow_mask_v_size();
options->shadow_mask_u_offset = winoptions.screen_shadow_mask_u_offset();
options->shadow_mask_v_offset = winoptions.screen_shadow_mask_v_offset();
options->distortion = winoptions.screen_distortion();
options->cubic_distortion = winoptions.screen_cubic_distortion();
options->distort_corner = winoptions.screen_distort_corner();
options->round_corner = winoptions.screen_round_corner();
options->smooth_border = winoptions.screen_smooth_border();
options->reflection = winoptions.screen_reflection();
options->vignetting = winoptions.screen_vignetting();
options->scanline_alpha = winoptions.screen_scanline_amount();
options->scanline_scale = winoptions.screen_scanline_scale();
options->scanline_height = winoptions.screen_scanline_height();
options->scanline_variation = winoptions.screen_scanline_variation();
options->scanline_bright_scale = winoptions.screen_scanline_bright_scale();
options->scanline_bright_offset = winoptions.screen_scanline_bright_offset();
options->scanline_jitter = winoptions.screen_scanline_jitter();
options->hum_bar_alpha = winoptions.screen_hum_bar_alpha();
get_vector(winoptions.screen_defocus(), 2, options->defocus, true);
get_vector(winoptions.screen_converge_x(), 3, options->converge_x, true);
get_vector(winoptions.screen_converge_y(), 3, options->converge_y, true);
get_vector(winoptions.screen_radial_converge_x(), 3, options->radial_converge_x, true);
get_vector(winoptions.screen_radial_converge_y(), 3, options->radial_converge_y, true);
get_vector(winoptions.screen_red_ratio(), 3, options->red_ratio, true);
get_vector(winoptions.screen_grn_ratio(), 3, options->grn_ratio, true);
get_vector(winoptions.screen_blu_ratio(), 3, options->blu_ratio, true);
get_vector(winoptions.screen_offset(), 3, options->offset, true);
get_vector(winoptions.screen_scale(), 3, options->scale, true);
get_vector(winoptions.screen_power(), 3, options->power, true);
get_vector(winoptions.screen_floor(), 3, options->floor, true);
get_vector(winoptions.screen_phosphor(), 3, options->phosphor, true);
options->saturation = winoptions.screen_saturation();
options->yiq_enable = winoptions.screen_yiq_enable();
options->yiq_jitter = winoptions.screen_yiq_jitter();
options->yiq_cc = winoptions.screen_yiq_cc();
options->yiq_a = winoptions.screen_yiq_a();
options->yiq_b = winoptions.screen_yiq_b();
options->yiq_o = winoptions.screen_yiq_o();
options->yiq_p = winoptions.screen_yiq_p();
options->yiq_n = winoptions.screen_yiq_n();
options->yiq_y = winoptions.screen_yiq_y();
options->yiq_i = winoptions.screen_yiq_i();
options->yiq_q = winoptions.screen_yiq_q();
options->yiq_scan_time = winoptions.screen_yiq_scan_time();
options->yiq_phase_count = winoptions.screen_yiq_phase_count();
options->vector_beam_smooth = winoptions.screen_vector_beam_smooth();
options->vector_length_scale = winoptions.screen_vector_length_scale();
options->vector_length_ratio = winoptions.screen_vector_length_ratio();
options->bloom_blend_mode = winoptions.screen_bloom_blend_mode();
options->bloom_scale = winoptions.screen_bloom_scale();
get_vector(winoptions.screen_bloom_overdrive(), 3, options->bloom_overdrive, true);
options->bloom_level0_weight = winoptions.screen_bloom_lvl0_weight();
options->bloom_level1_weight = winoptions.screen_bloom_lvl1_weight();
options->bloom_level2_weight = winoptions.screen_bloom_lvl2_weight();
options->bloom_level3_weight = winoptions.screen_bloom_lvl3_weight();
options->bloom_level4_weight = winoptions.screen_bloom_lvl4_weight();
options->bloom_level5_weight = winoptions.screen_bloom_lvl5_weight();
options->bloom_level6_weight = winoptions.screen_bloom_lvl6_weight();
options->bloom_level7_weight = winoptions.screen_bloom_lvl7_weight();
options->bloom_level8_weight = winoptions.screen_bloom_lvl8_weight();
options->params_init = true;
osd_printf_verbose("Direct3D: First store options\n");
last_options = *options;
options = &last_options;
}
options->params_dirty = true;
initialized = true;
osd_printf_verbose("Direct3D: HLSL initialized\n");
return true;
}
//============================================================
// shaders::init_fsfx_quad
//
// Called always at the start of each frame so that the two
// triangles used for the post-processing effects are always
// at the beginning of the vertex buffer
//============================================================
void shaders::init_fsfx_quad()
{
if (!enabled())
return;
vertex *vertbuf = d3d->mesh_alloc(6);
if (vertbuf == nullptr)
return;
// fill in the vertexes clockwise
vertbuf[0].x = 0.0f;
vertbuf[0].y = 0.0f;
vertbuf[1].x = d3d->get_width();
vertbuf[1].y = 0.0f;
vertbuf[2].x = 0.0f;
vertbuf[2].y = d3d->get_height();
vertbuf[3].x = d3d->get_width();
vertbuf[3].y = 0.0f;
vertbuf[4].x = 0.0f;
vertbuf[4].y = d3d->get_height();
vertbuf[5].x = d3d->get_width();
vertbuf[5].y = d3d->get_height();
vertbuf[0].u0 = 0.0f;
vertbuf[0].v0 = 0.0f;
vertbuf[1].u0 = 1.0f;
vertbuf[1].v0 = 0.0f;
vertbuf[2].u0 = 0.0f;
vertbuf[2].v0 = 1.0f;
vertbuf[3].u0 = 1.0f;
vertbuf[3].v0 = 0.0f;
vertbuf[4].u0 = 0.0f;
vertbuf[4].v0 = 1.0f;
vertbuf[5].u0 = 1.0f;
vertbuf[5].v0 = 1.0f;
vertbuf[0].u1 = 0.0f;
vertbuf[0].v1 = 0.0f;
vertbuf[1].u1 = 0.0f;
vertbuf[1].v1 = 0.0f;
vertbuf[2].u1 = 0.0f;
vertbuf[2].v1 = 0.0f;
vertbuf[3].u1 = 0.0f;
vertbuf[3].v1 = 0.0f;
vertbuf[4].u1 = 0.0f;
vertbuf[4].v1 = 0.0f;
vertbuf[5].u1 = 0.0f;
vertbuf[5].v1 = 0.0f;
// set the color, Z parameters to standard values
for (int i = 0; i < 6; i++)
{
vertbuf[i].z = 0.0f;
vertbuf[i].rhw = 1.0f;
vertbuf[i].color = D3DCOLOR_ARGB(255, 255, 255, 255);
}
}
//============================================================
// shaders::create_resources
//============================================================
int shaders::create_resources()
{
if (!initialized || !enabled())
{
return 0;
}
if (last_options.params_init)
{
osd_printf_verbose("Direct3D: Restore options\n");
options = &last_options;
}
HRESULT result = d3d->get_device()->GetRenderTarget(0, &backbuffer);
if (FAILED(result))
{
osd_printf_verbose("Direct3D: Error %08lX during device GetRenderTarget call\n", result);
}
result = d3d->get_device()->CreateTexture(4, 4, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &black_texture, nullptr);
if (FAILED(result))
{
osd_printf_verbose("Direct3D: Unable to init video-memory target for black texture (%08lX)\n", result);
return 1;
}
black_texture->GetSurfaceLevel(0, &black_surface);
result = d3d->get_device()->SetRenderTarget(0, black_surface);
if (FAILED(result))
osd_printf_verbose("Direct3D: Error %08lX during device SetRenderTarget call\n", result);
result = d3d->get_device()->Clear(0, nullptr, D3DCLEAR_TARGET, D3DCOLOR_ARGB(0,0,0,0), 0, 0);
if (FAILED(result))
osd_printf_verbose("Direct3D: Error %08lX during device clear call\n", result);
result = d3d->get_device()->SetRenderTarget(0, backbuffer);
if (FAILED(result))
osd_printf_verbose("Direct3D: Error %08lX during device SetRenderTarget call\n", result);
emu_file file(machine->options().art_path(), OPEN_FLAG_READ);
render_load_png(shadow_bitmap, file, nullptr, options->shadow_mask_texture);
// experimental: if we have a shadow bitmap, create a texture for it
if (shadow_bitmap.valid())
{
render_texinfo texture;
// fake in the basic data so it looks like it came from render.c
texture.base = shadow_bitmap.raw_pixptr(0);
texture.rowpixels = shadow_bitmap.rowpixels();
texture.width = shadow_bitmap.width();
texture.height = shadow_bitmap.height();
texture.palette = nullptr;
texture.seqid = 0;
// now create it (no prescale, no wrap)
auto tex = std::make_unique<texture_info>(d3d->get_texture_manager(), &texture, 1, PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA) | PRIMFLAG_TEXFORMAT(TEXFORMAT_ARGB32));
shadow_texture = tex.get();
d3d->get_texture_manager()->m_texture_list.push_back(std::move(tex));
}
const char *fx_dir = downcast<windows_options &>(machine->options()).screen_post_fx_dir();
default_effect = new effect(this, d3d->get_device(), "primary.fx", fx_dir);
post_effect = new effect(this, d3d->get_device(), "post.fx", fx_dir);
distortion_effect = new effect(this, d3d->get_device(), "distortion.fx", fx_dir);
prescale_effect = new effect(this, d3d->get_device(), "prescale.fx", fx_dir);
phosphor_effect = new effect(this, d3d->get_device(), "phosphor.fx", fx_dir);
focus_effect = new effect(this, d3d->get_device(), "focus.fx", fx_dir);
deconverge_effect = new effect(this, d3d->get_device(), "deconverge.fx", fx_dir);
color_effect = new effect(this, d3d->get_device(), "color.fx", fx_dir);
ntsc_effect = new effect(this, d3d->get_device(), "ntsc.fx", fx_dir);
bloom_effect = new effect(this, d3d->get_device(), "bloom.fx", fx_dir);
downsample_effect = new effect(this, d3d->get_device(), "downsample.fx", fx_dir);
vector_effect = new effect(this, d3d->get_device(), "vector.fx", fx_dir);
if (!default_effect->is_valid() ||
!post_effect->is_valid() ||
!distortion_effect->is_valid() ||
!prescale_effect->is_valid() ||
!phosphor_effect->is_valid() ||
!focus_effect->is_valid() ||
!deconverge_effect->is_valid() ||
!color_effect->is_valid() ||
!ntsc_effect->is_valid() ||
!bloom_effect->is_valid() ||
!downsample_effect->is_valid() ||
!vector_effect->is_valid())
{
return 1;
}
effect *effects[13] = {
default_effect,
post_effect,
distortion_effect,
prescale_effect,
phosphor_effect,
focus_effect,
deconverge_effect,
color_effect,
ntsc_effect,
color_effect,
bloom_effect,
downsample_effect,
vector_effect
};
for (int i = 0; i < 13; i++)
{
effects[i]->add_uniform("SourceDims", uniform::UT_VEC2, uniform::CU_SOURCE_DIMS);
effects[i]->add_uniform("TargetDims", uniform::UT_VEC2, uniform::CU_TARGET_DIMS);
effects[i]->add_uniform("TargetScale", uniform::UT_FLOAT, uniform::CU_TARGET_SCALE);
effects[i]->add_uniform("ScreenDims", uniform::UT_VEC2, uniform::CU_SCREEN_DIMS);
effects[i]->add_uniform("ScreenCount", uniform::UT_INT, uniform::CU_SCREEN_COUNT);
effects[i]->add_uniform("QuadDims", uniform::UT_VEC2, uniform::CU_QUAD_DIMS);
effects[i]->add_uniform("SwapXY", uniform::UT_BOOL, uniform::CU_SWAP_XY);
effects[i]->add_uniform("VectorScreen", uniform::UT_BOOL, uniform::CU_VECTOR_SCREEN);
}
ntsc_effect->add_uniform("CCValue", uniform::UT_FLOAT, uniform::CU_NTSC_CCFREQ);
ntsc_effect->add_uniform("AValue", uniform::UT_FLOAT, uniform::CU_NTSC_A);
ntsc_effect->add_uniform("BValue", uniform::UT_FLOAT, uniform::CU_NTSC_B);
ntsc_effect->add_uniform("OValue", uniform::UT_FLOAT, uniform::CU_NTSC_O);
ntsc_effect->add_uniform("PValue", uniform::UT_FLOAT, uniform::CU_NTSC_P);
ntsc_effect->add_uniform("NotchHalfWidth", uniform::UT_FLOAT, uniform::CU_NTSC_NOTCH);
ntsc_effect->add_uniform("YFreqResponse", uniform::UT_FLOAT, uniform::CU_NTSC_YFREQ);
ntsc_effect->add_uniform("IFreqResponse", uniform::UT_FLOAT, uniform::CU_NTSC_IFREQ);
ntsc_effect->add_uniform("QFreqResponse", uniform::UT_FLOAT, uniform::CU_NTSC_QFREQ);
ntsc_effect->add_uniform("ScanTime", uniform::UT_FLOAT, uniform::CU_NTSC_HTIME);
color_effect->add_uniform("RedRatios", uniform::UT_VEC3, uniform::CU_COLOR_RED_RATIOS);
color_effect->add_uniform("GrnRatios", uniform::UT_VEC3, uniform::CU_COLOR_GRN_RATIOS);
color_effect->add_uniform("BluRatios", uniform::UT_VEC3, uniform::CU_COLOR_BLU_RATIOS);
color_effect->add_uniform("Offset", uniform::UT_VEC3, uniform::CU_COLOR_OFFSET);
color_effect->add_uniform("Scale", uniform::UT_VEC3, uniform::CU_COLOR_SCALE);
color_effect->add_uniform("Saturation", uniform::UT_FLOAT, uniform::CU_COLOR_SATURATION);
deconverge_effect->add_uniform("ConvergeX", uniform::UT_VEC3, uniform::CU_CONVERGE_LINEAR_X);
deconverge_effect->add_uniform("ConvergeY", uniform::UT_VEC3, uniform::CU_CONVERGE_LINEAR_Y);
deconverge_effect->add_uniform("RadialConvergeX", uniform::UT_VEC3, uniform::CU_CONVERGE_RADIAL_X);
deconverge_effect->add_uniform("RadialConvergeY", uniform::UT_VEC3, uniform::CU_CONVERGE_RADIAL_Y);
focus_effect->add_uniform("Defocus", uniform::UT_VEC2, uniform::CU_FOCUS_SIZE);
phosphor_effect->add_uniform("Phosphor", uniform::UT_VEC3, uniform::CU_PHOSPHOR_LIFE);
post_effect->add_uniform("ShadowAlpha", uniform::UT_FLOAT, uniform::CU_POST_SHADOW_ALPHA);
post_effect->add_uniform("ShadowCount", uniform::UT_VEC2, uniform::CU_POST_SHADOW_COUNT);
post_effect->add_uniform("ShadowUV", uniform::UT_VEC2, uniform::CU_POST_SHADOW_UV);
post_effect->add_uniform("ShadowUVOffset", uniform::UT_VEC2, uniform::CU_POST_SHADOW_UV_OFFSET);
post_effect->add_uniform("ShadowDims", uniform::UT_VEC2, uniform::CU_POST_SHADOW_DIMS);
post_effect->add_uniform("ScanlineAlpha", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_ALPHA);
post_effect->add_uniform("ScanlineScale", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_SCALE);
post_effect->add_uniform("ScanlineHeight", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_HEIGHT);
post_effect->add_uniform("ScanlineVariation", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_VARIATION);
post_effect->add_uniform("ScanlineBrightScale", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_BRIGHT_SCALE);
post_effect->add_uniform("ScanlineBrightOffset", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_BRIGHT_OFFSET);
post_effect->add_uniform("Power", uniform::UT_VEC3, uniform::CU_POST_POWER);
post_effect->add_uniform("Floor", uniform::UT_VEC3, uniform::CU_POST_FLOOR);
distortion_effect->add_uniform("VignettingAmount", uniform::UT_FLOAT, uniform::CU_POST_VIGNETTING);
distortion_effect->add_uniform("DistortionAmount", uniform::UT_FLOAT, uniform::CU_POST_DISTORTION);
distortion_effect->add_uniform("CubicDistortionAmount", uniform::UT_FLOAT, uniform::CU_POST_CUBIC_DISTORTION);
distortion_effect->add_uniform("DistortCornerAmount", uniform::UT_FLOAT, uniform::CU_POST_DISTORT_CORNER);
distortion_effect->add_uniform("RoundCornerAmount", uniform::UT_FLOAT, uniform::CU_POST_ROUND_CORNER);
distortion_effect->add_uniform("SmoothBorderAmount", uniform::UT_FLOAT, uniform::CU_POST_SMOOTH_BORDER);
distortion_effect->add_uniform("ReflectionAmount", uniform::UT_FLOAT, uniform::CU_POST_REFLECTION);
return 0;
}
//============================================================
// shaders::begin_draw
//============================================================
void shaders::begin_draw()
{
double t;
if (!enabled())
{
return;
}
curr_screen = 0;
curr_effect = default_effect;
// Update for delta_time
t = machine->time().as_double();
delta_t = t - acc_t;
acc_t = t;
default_effect->set_technique("ScreenTechnique");
post_effect->set_technique("DefaultTechnique");
distortion_effect->set_technique("DefaultTechnique");
prescale_effect->set_technique("DefaultTechnique");
phosphor_effect->set_technique("DefaultTechnique");
focus_effect->set_technique("DefaultTechnique");
deconverge_effect->set_technique("DefaultTechnique");
color_effect->set_technique("DefaultTechnique");
ntsc_effect->set_technique("DefaultTechnique");
color_effect->set_technique("DefaultTechnique");
bloom_effect->set_technique("DefaultTechnique");
downsample_effect->set_technique("DefaultTechnique");
vector_effect->set_technique("DefaultTechnique");
HRESULT result = d3d->get_device()->SetRenderTarget(0, backbuffer);
if (FAILED(result))
{
osd_printf_verbose("Direct3D: Error %08lX during device SetRenderTarget call\n", result);
}
}
//============================================================
// shaders::blit
//============================================================
void shaders::blit(
IDirect3DSurface9 *dst,
bool clear_dst,
D3DPRIMITIVETYPE prim_type,
uint32_t prim_index,
uint32_t prim_count)
{
HRESULT result;
if (dst != nullptr)
{
result = d3d->get_device()->SetRenderTarget(0, dst);
if (FAILED(result))
{
osd_printf_verbose("Direct3D: Error %08lX during device SetRenderTarget call\n", result);
}
if (clear_dst)
{
result = d3d->get_device()->Clear(0, nullptr, D3DCLEAR_TARGET, D3DCOLOR_ARGB(1,0,0,0), 0, 0);
if (FAILED(result))
{
osd_printf_verbose("Direct3D: Error %08lX during device clear call\n", result);
}
}
}
UINT num_passes = 0;
curr_effect->begin(&num_passes, 0);
for (UINT pass = 0; pass < num_passes; pass++)
{
curr_effect->begin_pass(pass);
// add the primitives
result = d3d->get_device()->DrawPrimitive(prim_type, prim_index, prim_count);
if (FAILED(result))
{
osd_printf_verbose("Direct3D: Error %08lX during device DrawPrimitive call\n", result);
}
curr_effect->end_pass();
}
curr_effect->end();
}
//============================================================
// shaders::find_render_target
//============================================================
d3d_render_target* shaders::find_render_target(int source_width, int source_height, uint32_t screen_index)
{
for (auto it = m_render_target_list.begin(); it != m_render_target_list.end(); it++)
{
if ((*it)->width == source_width &&
(*it)->height == source_height &&
(*it)->screen_index == screen_index)
{
return (*it).get();
}
}
return nullptr;
}
int shaders::ntsc_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum)
{
int next_index = source_index;
if (!options->yiq_enable)
{
return next_index;
}
float signal_offset = curr_texture->get_cur_frame() == 0
? 0.0f
: options->yiq_jitter;
// initial "Diffuse" texture is set in shaders::set_texture()
curr_effect = ntsc_effect;
curr_effect->update_uniforms();
curr_effect->set_float("SignalOffset", signal_offset);
next_index = rt->next_index(next_index);
blit(rt->source_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2);
color_effect->set_texture("Diffuse", rt->source_texture[next_index]);
return next_index;
}
rgb_t shaders::apply_color_convolution(rgb_t color)
{
// this function uses the same algorithm as the color convolution shader pass
float r = float(color.r()) / 255.0f;
float g = float(color.g()) / 255.0f;
float b = float(color.b()) / 255.0f;
float *rRatio = options->red_ratio;
float *gRatio = options->grn_ratio;
float *bRatio = options->blu_ratio;
float *offset = options->offset;
float *scale = options->scale;
float saturation = options->saturation;
// RGB Tint & Shift
float rShifted = r * rRatio[0] + g * rRatio[1] + b * rRatio[2];
float gShifted = r * gRatio[0] + g * gRatio[1] + b * gRatio[2];
float bShifted = r * bRatio[0] + g * bRatio[1] + b * bRatio[2];
// RGB Scale & Offset
r = rShifted * scale[0] + offset[0];
g = gShifted * scale[1] + offset[1];
b = bShifted * scale[2] + offset[2];
// Saturation
float grayscale[3] = { 0.299f, 0.587f, 0.114f };
float luma = r * grayscale[0] + g * grayscale[1] + b * grayscale[2];
float chroma[3] = { r - luma, g - luma, b - luma };
r = chroma[0] * saturation + luma;
g = chroma[1] * saturation + luma;
b = chroma[2] * saturation + luma;
return rgb_t(
std::max(0, std::min(255, int(r * 255.0f))),
std::max(0, std::min(255, int(g * 255.0f))),
std::max(0, std::min(255, int(b * 255.0f))));
}
int shaders::color_convolution_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum)
{
int next_index = source_index;
curr_effect = color_effect;
curr_effect->update_uniforms();
// initial "Diffuse" texture is set in shaders::set_texture() or the result of shaders::ntsc_pass()
next_index = rt->next_index(next_index);
blit(rt->source_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2);
return next_index;
}
int shaders::prescale_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum)
{
int next_index = source_index;
curr_effect = prescale_effect;
curr_effect->update_uniforms();
curr_effect->set_texture("Diffuse", rt->source_texture[next_index]);
next_index = rt->next_index(next_index);
blit(rt->target_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2);
return next_index;
}
int shaders::deconverge_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum)
{
int next_index = source_index;
// skip deconverge if no influencing settings
if (options->converge_x[0] == 0.0f && options->converge_x[1] == 0.0f && options->converge_x[2] == 0.0f &&
options->converge_y[0] == 0.0f && options->converge_y[1] == 0.0f && options->converge_y[2] == 0.0f &&
options->radial_converge_x[0] == 0.0f && options->radial_converge_x[1] == 0.0f && options->radial_converge_x[2] == 0.0f &&
options->radial_converge_y[0] == 0.0f && options->radial_converge_y[1] == 0.0f && options->radial_converge_y[2] == 0.0f)
{
return next_index;
}
curr_effect = deconverge_effect;
curr_effect->update_uniforms();
curr_effect->set_texture("Diffuse", rt->target_texture[next_index]);
next_index = rt->next_index(next_index);
blit(rt->target_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2);
return next_index;
}
int shaders::defocus_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum)
{
int next_index = source_index;
// skip defocus if no influencing settings
if (options->defocus[0] == 0.0f && options->defocus[1] == 0.0f)
{
return next_index;
}
curr_effect = focus_effect;
curr_effect->update_uniforms();
curr_effect->set_texture("Diffuse", rt->target_texture[next_index]);
next_index = rt->next_index(next_index);
blit(rt->target_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2);
return next_index;
}
int shaders::phosphor_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum)
{
int next_index = source_index;
// skip phosphor if no influencing settings
if (options->phosphor[0] == 0.0f && options->phosphor[1] == 0.0f && options->phosphor[2] == 0.0f)
{
return next_index;
}
// Shader needs time between last update
curr_effect = phosphor_effect;
curr_effect->update_uniforms();
curr_effect->set_texture("Diffuse", rt->target_texture[next_index]);
curr_effect->set_texture("LastPass", rt->cache_texture);
curr_effect->set_bool("Passthrough", false);
curr_effect->set_float("DeltaTime", delta_time());
next_index = rt->next_index(next_index);
blit(rt->target_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2);
// Pass along our phosphor'd screen
curr_effect->update_uniforms();
curr_effect->set_texture("Diffuse", rt->target_texture[next_index]);
curr_effect->set_texture("LastPass", rt->target_texture[next_index]);
curr_effect->set_bool("Passthrough", true);
blit(rt->cache_surface, false, D3DPT_TRIANGLELIST, 0, 2);
return next_index;
}
int shaders::post_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum, bool prepare_bloom)
{
int next_index = source_index;
auto win = d3d->assert_window();
screen_device_iterator screen_iterator(machine->root_device());
screen_device *screen = screen_iterator.byindex(curr_screen);
render_container &screen_container = screen->container();
float xscale = 1.0f / screen_container.xscale();
float yscale = 1.0f / screen_container.yscale();
float xoffset = -screen_container.xoffset();
float yoffset = -screen_container.yoffset();
float screen_scale[2] = { xscale, yscale };
float screen_offset[2] = { xoffset, yoffset };
rgb_t back_color_rgb = screen->has_palette()
? screen->palette().palette()->entry_color(0)
: rgb_t(0, 0, 0);
back_color_rgb = apply_color_convolution(back_color_rgb);
float back_color[3] = {
float(back_color_rgb.r()) / 255.0f,
float(back_color_rgb.g()) / 255.0f,
float(back_color_rgb.b()) / 255.0f };
curr_effect = post_effect;
curr_effect->update_uniforms();
curr_effect->set_texture("ShadowTexture", shadow_texture == nullptr ? nullptr : shadow_texture->get_finaltex());
curr_effect->set_int("ShadowTileMode", options->shadow_mask_tile_mode);
curr_effect->set_texture("DiffuseTexture", rt->target_texture[next_index]);
curr_effect->set_vector("BackColor", 3, back_color);
curr_effect->set_vector("ScreenScale", 2, screen_scale);
curr_effect->set_vector("ScreenOffset", 2, screen_offset);
curr_effect->set_float("ScanlineOffset", curr_texture->get_cur_frame() == 0 ? 0.0f : options->scanline_jitter);
curr_effect->set_float("TimeMilliseconds", (float)machine->time().as_double() * 1000.0f);
curr_effect->set_float("HumBarAlpha", options->hum_bar_alpha);
curr_effect->set_bool("PrepareBloom", prepare_bloom);
next_index = rt->next_index(next_index);
blit(prepare_bloom ? rt->source_surface[next_index] : rt->target_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2);
return next_index;
}
int shaders::downsample_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum)
{
int next_index = source_index;
// skip downsample if no influencing settings
if (options->bloom_scale == 0.0f)
{
return next_index;
}
curr_effect = downsample_effect;
curr_effect->update_uniforms();
for (int bloom_index = 0; bloom_index < rt->bloom_count; bloom_index++)
{
curr_effect->set_vector("TargetDims", 2, rt->bloom_dims[bloom_index]);
curr_effect->set_texture("DiffuseTexture",
bloom_index == 0
? rt->source_texture[next_index]
: rt->bloom_texture[bloom_index - 1]);
blit(rt->bloom_surface[bloom_index], false, D3DPT_TRIANGLELIST, 0, 2);
}
return next_index;
}
int shaders::bloom_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum)
{
int next_index = source_index;
// skip bloom if no influencing settings
if (options->bloom_scale == 0.0f)
{
return next_index;
}
curr_effect = bloom_effect;
curr_effect->update_uniforms();
curr_effect->set_float("Level0Weight", options->bloom_level0_weight);
curr_effect->set_float("Level1Weight", options->bloom_level1_weight);
curr_effect->set_float("Level2Weight", options->bloom_level2_weight);
curr_effect->set_float("Level3Weight", options->bloom_level3_weight);
curr_effect->set_float("Level4Weight", options->bloom_level4_weight);
curr_effect->set_float("Level5Weight", options->bloom_level5_weight);
curr_effect->set_float("Level6Weight", options->bloom_level6_weight);
curr_effect->set_float("Level7Weight", options->bloom_level7_weight);
curr_effect->set_float("Level8Weight", options->bloom_level8_weight);
curr_effect->set_int("BloomBlendMode", options->bloom_blend_mode);
curr_effect->set_float("BloomScale", options->bloom_scale);
curr_effect->set_vector("BloomOverdrive", 3, options->bloom_overdrive);
curr_effect->set_texture("DiffuseTexture", rt->target_texture[next_index]);
char name[14] = "BloomTexture*";
for (int index = 1; index < rt->bloom_count; index++)
{
name[12] = 'A' + index - 1;
curr_effect->set_texture(name, rt->bloom_texture[index - 1]);
}
for (int index = rt->bloom_count; index < MAX_BLOOM_COUNT; index++)
{
name[12] = 'A' + index - 1;
curr_effect->set_texture(name, black_texture);
}
next_index = rt->next_index(next_index);
blit(rt->target_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2);
return next_index;
}
int shaders::distortion_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum)
{
int next_index = source_index;
// skip distortion if no influencing settings
if (options->reflection == 0 &&
options->vignetting == 0 &&
options->distortion == 0 &&
options->cubic_distortion == 0 &&
options->distort_corner == 0 &&
options->round_corner == 0 &&
options->smooth_border == 0)
{
return next_index;
}
curr_effect = distortion_effect;
curr_effect->update_uniforms();
curr_effect->set_texture("DiffuseTexture", rt->target_texture[next_index]);
next_index = rt->next_index(next_index);
blit(rt->target_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2);
return next_index;
}
int shaders::vector_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum)
{
int next_index = source_index;
curr_effect = vector_effect;
curr_effect->update_uniforms();
curr_effect->set_float("LengthRatio", options->vector_length_ratio);
curr_effect->set_float("LengthScale", options->vector_length_scale);
curr_effect->set_float("BeamSmooth", options->vector_beam_smooth);
// we need to clear the vector render target here
blit(rt->target_surface[next_index], true, poly->type(), vertnum, poly->count());
return next_index;
}
int shaders::vector_buffer_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum)
{
int next_index = source_index;
curr_effect = default_effect;
curr_effect->update_uniforms();
curr_effect->set_technique("VectorBufferTechnique");
curr_effect->set_texture("Diffuse", rt->target_texture[next_index]);
// we need to clear the vector render target here
next_index = rt->next_index(next_index);
blit(rt->target_surface[next_index], true, D3DPT_TRIANGLELIST, 0, 2);
return next_index;
}
int shaders::screen_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum)
{
int next_index = source_index;
d3d->set_blendmode(PRIMFLAG_GET_BLENDMODE(poly->flags()));
curr_effect = default_effect;
curr_effect->update_uniforms();
curr_effect->set_technique("ScreenTechnique");
curr_effect->set_texture("Diffuse", rt->target_texture[next_index]);
blit(backbuffer, false, poly->type(), vertnum, poly->count());
if (recording_movie)
{
blit(recorder->target_surface(), false, poly->type(), vertnum, poly->count());
recorder->save_frame();
}
if (render_snap)
{
// we need to clear the snap render target here
blit(snap_target, true, poly->type(), vertnum, poly->count());
render_snapshot(snap_target);
render_snap = false;
}
return next_index;
}
void shaders::ui_pass(poly_info *poly, int vertnum)
{
d3d->set_blendmode(PRIMFLAG_GET_BLENDMODE(poly->flags()));
curr_effect = default_effect;
curr_effect->update_uniforms();
curr_effect->set_technique("UiTechnique");
blit(nullptr, false, poly->type(), vertnum, poly->count());
}
//============================================================
// shaders::render_quad
//============================================================
void shaders::render_quad(poly_info *poly, int vertnum)
{
if (!enabled())
{
return;
}
curr_texture = poly->texture();
curr_poly = poly;
auto win = d3d->assert_window();
if (PRIMFLAG_GET_SCREENTEX(poly->flags()))
{
if (curr_texture == nullptr)
{
osd_printf_verbose("Direct3D: No texture\n");
return;
}
curr_screen = curr_screen < num_screens ? curr_screen : 0;
curr_render_target = find_render_target(curr_texture->get_width(), curr_texture->get_height(), curr_screen);
d3d_render_target *rt = curr_render_target;
if (rt == nullptr)
{
osd_printf_verbose("Direct3D: No raster render target\n");
return;
}
int next_index = 0;
next_index = ntsc_pass(rt, next_index, poly, vertnum); // handled in bgfx
next_index = color_convolution_pass(rt, next_index, poly, vertnum); // handled in bgfx
next_index = prescale_pass(rt, next_index, poly, vertnum); // handled in bgfx
next_index = deconverge_pass(rt, next_index, poly, vertnum); // handled in bgfx
next_index = defocus_pass(rt, next_index, poly, vertnum);
next_index = phosphor_pass(rt, next_index, poly, vertnum);
// create bloom textures
int phosphor_index = next_index;
next_index = post_pass(rt, next_index, poly, vertnum, true);
next_index = downsample_pass(rt, next_index, poly, vertnum);
// apply bloom textures
next_index = phosphor_index;
next_index = post_pass(rt, next_index, poly, vertnum, false);
next_index = bloom_pass(rt, next_index, poly, vertnum);
next_index = distortion_pass(rt, next_index, poly, vertnum);
// render on screen
d3d->set_wrap(D3DTADDRESS_MIRROR);
next_index = screen_pass(rt, next_index, poly, vertnum);
d3d->set_wrap(PRIMFLAG_GET_TEXWRAP(curr_texture->get_flags()) ? D3DTADDRESS_WRAP : D3DTADDRESS_CLAMP);
curr_texture->increment_frame_count();
curr_texture->mask_frame_count(options->yiq_phase_count);
curr_screen++;
}
else if (PRIMFLAG_GET_VECTOR(poly->flags()))
{
curr_screen = curr_screen < num_screens ? curr_screen : 0;
int source_width = int(poly->prim_width() + 0.5f);
int source_height = int(poly->prim_height() + 0.5f);
if (win->swap_xy())
{
std::swap(source_width, source_height);
}
curr_render_target = find_render_target(source_width, source_height, curr_screen);
d3d_render_target *rt = curr_render_target;
if (rt == nullptr)
{
osd_printf_verbose("Direct3D: No vector render target\n");
return;
}
int next_index = 0;
next_index = vector_pass(rt, next_index, poly, vertnum);
HRESULT result = d3d->get_device()->SetRenderTarget(0, backbuffer);
if (FAILED(result))
{
osd_printf_verbose("Direct3D: Error %08lX during device SetRenderTarget call\n", result);
}
curr_screen++;
}
else if (PRIMFLAG_GET_VECTORBUF(poly->flags()))
{
curr_screen = curr_screen < num_screens ? curr_screen : 0;
int source_width = int(poly->prim_width() + 0.5f);
int source_height = int(poly->prim_height() + 0.5f);
if (win->swap_xy())
{
std::swap(source_width, source_height);
}
curr_render_target = find_render_target(source_width, source_height, curr_screen);
d3d_render_target *rt = curr_render_target;
if (rt == nullptr)
{
osd_printf_verbose("Direct3D: No vector buffer render target\n");
return;
}
int next_index = 0;
next_index = vector_buffer_pass(rt, next_index, poly, vertnum);
next_index = deconverge_pass(rt, next_index, poly, vertnum);
next_index = defocus_pass(rt, next_index, poly, vertnum);
next_index = phosphor_pass(rt, next_index, poly, vertnum);
// create bloom textures
int phosphor_index = next_index;
next_index = post_pass(rt, next_index, poly, vertnum, true);
next_index = downsample_pass(rt, next_index, poly, vertnum);
// apply bloom textures
next_index = phosphor_index;
next_index = post_pass(rt, next_index, poly, vertnum, false);
next_index = bloom_pass(rt, next_index, poly, vertnum);
next_index = distortion_pass(rt, next_index, poly, vertnum);
// render on screen
d3d->set_wrap(D3DTADDRESS_MIRROR);
next_index = screen_pass(rt, next_index, poly, vertnum);
d3d->set_wrap(PRIMFLAG_GET_TEXWRAP(curr_texture->get_flags()) ? D3DTADDRESS_WRAP : D3DTADDRESS_CLAMP);
curr_screen++;
}
else
{
ui_pass(poly, vertnum);
}
options->params_dirty = false;
curr_render_target = nullptr;
curr_texture = nullptr;
curr_poly = nullptr;
}
//============================================================
// shaders::end_draw
//============================================================
void shaders::end_draw()
{
if (!enabled())
{
return;
}
backbuffer->Release();
}
//============================================================
// shaders::get_texture_target
//============================================================
d3d_render_target* shaders::get_texture_target(render_primitive *prim, int width, int height, int screen)
{
if (!enabled())
{
return nullptr;
}
auto win = d3d->assert_window();
int source_width = width;
int source_height = height;
int source_screen = screen;
int target_width = int(prim->get_full_quad_width() + 0.5f);
int target_height = int(prim->get_full_quad_height() + 0.5f);
target_width *= oversampling_enable ? 2 : 1;
target_height *= oversampling_enable ? 2 : 1;
if (win->swap_xy())
{
std::swap(target_width, target_height);
}
// find render target and check if the size of the target quad has changed
d3d_render_target *target = find_render_target(source_width, source_height, source_screen);
if (target != nullptr)
{
// check if the size of the screen quad has changed
if (target->target_width != target_width || target->target_height != target_height)
{
osd_printf_verbose("Direct3D: Get texture target - invalid size\n");
return nullptr;
}
}
else
{
osd_printf_verbose("Direct3D: Get texture target - not found - %dx%d:%d\n", source_width, source_height, source_screen);
}
return target;
}
d3d_render_target* shaders::get_vector_target(render_primitive *prim, int screen)
{
if (!enabled())
{
return nullptr;
}
auto win = d3d->assert_window();
int source_width = int(prim->get_quad_width() + 0.5f);
int source_height = int(prim->get_quad_height() + 0.5f);
int source_screen = screen;
int target_width = int(prim->get_full_quad_width() + 0.5f);
int target_height = int(prim->get_full_quad_height() + 0.5f);
target_width *= oversampling_enable ? 2 : 1;
target_height *= oversampling_enable ? 2 : 1;
if (win->swap_xy())
{
std::swap(source_width, source_height);
std::swap(target_width, target_height);
}
// find render target
d3d_render_target *target = find_render_target(source_width, source_height, source_screen);
if (target != nullptr)
{
// check if the size of the screen quad has changed
if (target->target_width != target_width || target->target_height != target_height)
{
osd_printf_verbose("Direct3D: Get vector target - invalid size\n");
return nullptr;
}
}
else
{
osd_printf_verbose("Direct3D: Get vector target - not found - %dx%d:%d\n", source_width, source_height, source_screen);
}
return target;
}
bool shaders::create_vector_target(render_primitive *prim, int screen)
{
if (!enabled())
{
return false;
}
auto win = d3d->assert_window();
int source_width = int(prim->get_quad_width() + 0.5f);
int source_height = int(prim->get_quad_height() + 0.5f);
int source_screen = screen;
int target_width = int(prim->get_full_quad_width() + 0.5f);
int target_height = int(prim->get_full_quad_height() + 0.5f);
target_width *= oversampling_enable ? 2 : 1;
target_height *= oversampling_enable ? 2 : 1;
if (win->swap_xy())
{
std::swap(source_width, source_height);
std::swap(target_width, target_height);
}
osd_printf_verbose("Direct3D: Create vector target - %dx%d\n", target_width, target_height);
if (!add_render_target(d3d, prim, source_width, source_height, source_screen, target_width, target_height))
{
return false;
}
return true;
}
//============================================================
// shaders::add_render_target - register a render target
//============================================================
bool shaders::add_render_target(renderer_d3d9* d3d, render_primitive *prim, int source_width, int source_height, int source_screen, int target_width, int target_height)
{
remove_render_target(find_render_target(source_width, source_height, source_screen));
auto target = std::make_unique<d3d_render_target>();
if (!target->init(d3d, source_width, source_height, target_width, target_height, source_screen))
return false;
m_render_target_list.push_back(std::move(target));
return true;
}
//============================================================
// shaders::enumerate_screens
//============================================================
void shaders::enumerate_screens()
{
screen_device_iterator iter(machine->root_device());
num_screens = iter.count();
}
//============================================================
// shaders::create_texture_target
//============================================================
bool shaders::create_texture_target(render_primitive *prim, int width, int height, int screen)
{
if (!enabled())
{
return false;
}
auto win = d3d->assert_window();
int source_width = width;
int source_height = height;
int source_screen = screen;
int target_width = int(prim->get_full_quad_width() + 0.5f);
int target_height = int(prim->get_full_quad_height() + 0.5f);
target_width *= oversampling_enable ? 2 : 1;
target_height *= oversampling_enable ? 2 : 1;
if (win->swap_xy())
{
// source texture is already swapped
std::swap(target_width, target_height);
}
osd_printf_verbose("Direct3D: Create texture target - %dx%d\n", target_width, target_height);
if (!add_render_target(d3d, prim, source_width, source_height, source_screen, target_width, target_height))
{
return false;
}
return true;
}
//============================================================
// shaders::delete_resources
//============================================================
void shaders::delete_resources()
{
if (!initialized || !enabled())
{
return;
}
recording_movie = false;
recorder.reset();
if (options != nullptr)
{
osd_printf_verbose("Direct3D: Store options\n");
last_options = *options;
}
m_render_target_list.clear();
if (downsample_effect != nullptr)
{
delete downsample_effect;
downsample_effect = nullptr;
}
if (bloom_effect != nullptr)
{
delete bloom_effect;
bloom_effect = nullptr;
}
if (vector_effect != nullptr)
{
delete vector_effect;
vector_effect = nullptr;
}
if (default_effect != nullptr)
{
delete default_effect;
default_effect = nullptr;
}
if (post_effect != nullptr)
{
delete post_effect;
post_effect = nullptr;
}
if (distortion_effect != nullptr)
{
delete distortion_effect;
distortion_effect = nullptr;
}
if (prescale_effect != nullptr)
{
delete prescale_effect;
prescale_effect = nullptr;
}
if (phosphor_effect != nullptr)
{
delete phosphor_effect;
phosphor_effect = nullptr;
}
if (focus_effect != nullptr)
{
delete focus_effect;
focus_effect = nullptr;
}
if (deconverge_effect != nullptr)
{
delete deconverge_effect;
deconverge_effect = nullptr;
}
if (color_effect != nullptr)
{
delete color_effect;
color_effect = nullptr;
}
if (ntsc_effect != nullptr)
{
delete ntsc_effect;
ntsc_effect = nullptr;
}
if (backbuffer != nullptr)
{
backbuffer->Release();
backbuffer = nullptr;
}
if (black_surface != nullptr)
{
black_surface->Release();
black_surface = nullptr;
}
if (black_texture != nullptr)
{
black_texture->Release();
black_texture = nullptr;
}
shadow_bitmap.reset();
}
//============================================================
// get_vector
//============================================================
static void get_vector(const char *data, int count, float *out, bool report_error)
{
if (count > 3 &&
sscanf(data, "%f,%f,%f,%f", &out[0], &out[1], &out[2], &out[3]) < 4 && report_error)
{
osd_printf_error("Illegal quad vector value = %s\n", data);
}
else if (count > 2 &&
sscanf(data, "%f,%f,%f", &out[0], &out[1], &out[2]) < 3 && report_error)
{
osd_printf_error("Illegal triple vector value = %s\n", data);
}
else if (count > 1 &&
sscanf(data, "%f,%f", &out[0], &out[1]) < 2 && report_error)
{
osd_printf_error("Illegal double vector value = %s\n", data);
}
else if (count > 0 &&
sscanf(data, "%f", &out[0]) < 1 && report_error)
{
osd_printf_error("Illegal single vector value = %s\n", data);
}
}
//============================================================
// slider_alloc - allocate a new slider entry
// currently duplicated from ui.c, this could
// be done in a more ideal way.
//============================================================
slider_state* shaders::slider_alloc(running_machine &machine, int id, const char *title, int32_t minval, int32_t defval, int32_t maxval, int32_t incval, void *arg)
{
int size = sizeof(slider_state) + strlen(title);
slider_state *state = reinterpret_cast<slider_state *>(auto_alloc_array_clear(machine, uint8_t, size));
state->minval = minval;
state->defval = defval;
state->maxval = maxval;
state->incval = incval;
using namespace std::placeholders;
state->update = std::bind(&shaders::slider_changed, this, _1, _2, _3, _4, _5);
state->arg = arg;
state->id = id;
strcpy(state->description, title);
return state;
}
//============================================================
// assorted global slider accessors
//============================================================
enum slider_type
{
SLIDER_FLOAT,
SLIDER_INT_ENUM,
SLIDER_INT,
SLIDER_COLOR,
SLIDER_VEC2
};
int32_t slider::update(std::string *str, int32_t newval)
{
switch (m_desc->slider_type)
{
case SLIDER_INT_ENUM:
{
int32_t *val_ptr = reinterpret_cast<int32_t *>(m_value);
if (newval != SLIDER_NOCHANGE)
{
*val_ptr = newval;
}
if (str != nullptr)
{
*str = string_format(m_desc->format, m_desc->strings[*val_ptr]);
}
return *val_ptr;
}
case SLIDER_INT:
{
int *val_ptr = reinterpret_cast<int *>(m_value);
if (newval != SLIDER_NOCHANGE)
{
*val_ptr = newval;
}
if (str != nullptr)
{
*str = string_format(m_desc->format, *val_ptr);
}
return *val_ptr;
}
default:
{
float *val_ptr = reinterpret_cast<float *>(m_value);
if (newval != SLIDER_NOCHANGE)
{
*val_ptr = (float)newval * m_desc->scale;
}
if (str != nullptr)
{
*str = string_format(m_desc->format, *val_ptr);
}
return (int32_t)floor(*val_ptr / m_desc->scale + 0.5f);
}
}
return 0;
}
int32_t shaders::slider_changed(running_machine& /*machine*/, void *arg, int /*id*/, std::string *str, int32_t newval)
{
if (arg != nullptr)
{
return reinterpret_cast<slider *>(arg)->update(str, newval);
}
return 0;
}
char shaders::last_system_name[16];
hlsl_options shaders::last_options = { false };
enum slider_option
{
SLIDER_VECTOR_BEAM_SMOOTH = 0,
SLIDER_VECTOR_ATT_MAX,
SLIDER_VECTOR_ATT_LEN_MIN,
SLIDER_SHADOW_MASK_TILE_MODE,
SLIDER_SHADOW_MASK_ALPHA,
SLIDER_SHADOW_MASK_X_COUNT,
SLIDER_SHADOW_MASK_Y_COUNT,
SLIDER_SHADOW_MASK_U_SIZE,
SLIDER_SHADOW_MASK_V_SIZE,
SLIDER_SHADOW_MASK_U_OFFSET,
SLIDER_SHADOW_MASK_V_OFFSET,
SLIDER_DISTORTION,
SLIDER_CUBIC_DISTORTION,
SLIDER_DISTORT_CORNER,
SLIDER_ROUND_CORNER,
SLIDER_SMOOTH_BORDER,
SLIDER_REFLECTION,
SLIDER_VIGNETTING,
SLIDER_SCANLINE_ALPHA,
SLIDER_SCANLINE_SCALE,
SLIDER_SCANLINE_HEIGHT,
SLIDER_SCANLINE_VARIATION,
SLIDER_SCANLINE_BRIGHT_SCALE,
SLIDER_SCANLINE_BRIGHT_OFFSET,
SLIDER_SCANLINE_JITTER,
SLIDER_HUM_BAR_ALPHA,
SLIDER_DEFOCUS,
SLIDER_CONVERGE_X,
SLIDER_CONVERGE_Y,
SLIDER_RADIAL_CONVERGE_X,
SLIDER_RADIAL_CONVERGE_Y,
SLIDER_RED_RATIO,
SLIDER_GREEN_RATIO,
SLIDER_BLUE_RATIO,
SLIDER_SATURATION,
SLIDER_OFFSET,
SLIDER_SCALE,
SLIDER_POWER,
SLIDER_FLOOR,
SLIDER_PHOSPHOR,
SLIDER_BLOOM_BLEND_MODE,
SLIDER_BLOOM_SCALE,
SLIDER_BLOOM_OVERDRIVE,
SLIDER_BLOOM_LVL0_SCALE,
SLIDER_BLOOM_LVL1_SCALE,
SLIDER_BLOOM_LVL2_SCALE,
SLIDER_BLOOM_LVL3_SCALE,
SLIDER_BLOOM_LVL4_SCALE,
SLIDER_BLOOM_LVL5_SCALE,
SLIDER_BLOOM_LVL6_SCALE,
SLIDER_BLOOM_LVL7_SCALE,
SLIDER_BLOOM_LVL8_SCALE,
SLIDER_NTSC_ENABLE,
SLIDER_NTSC_JITTER,
SLIDER_NTSC_A_VALUE,
SLIDER_NTSC_B_VALUE,
SLIDER_NTSC_P_VALUE,
SLIDER_NTSC_O_VALUE,
SLIDER_NTSC_CC_VALUE,
SLIDER_NTSC_N_VALUE,
SLIDER_NTSC_Y_VALUE,
SLIDER_NTSC_I_VALUE,
SLIDER_NTSC_Q_VALUE,
SLIDER_NTSC_SCAN_TIME
};
enum slider_screen_type
{
SLIDER_SCREEN_TYPE_NONE = 0,
SLIDER_SCREEN_TYPE_RASTER = 1,
SLIDER_SCREEN_TYPE_VECTOR = 2,
SLIDER_SCREEN_TYPE_LCD = 4,
SLIDER_SCREEN_TYPE_LCD_OR_RASTER = SLIDER_SCREEN_TYPE_RASTER | SLIDER_SCREEN_TYPE_LCD,
SLIDER_SCREEN_TYPE_ANY = SLIDER_SCREEN_TYPE_RASTER | SLIDER_SCREEN_TYPE_VECTOR | SLIDER_SCREEN_TYPE_LCD
};
slider_desc shaders::s_sliders[] =
{
{ "Vector Beam Smooth Amount", 0, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_VECTOR, SLIDER_VECTOR_BEAM_SMOOTH, 0.01f, "%1.2f", {} },
{ "Vector Attenuation Maximum", 0, 50, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_VECTOR, SLIDER_VECTOR_ATT_MAX, 0.01f, "%1.2f", {} },
{ "Vector Attenuation Length Minimum", 1, 500, 1000, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_VECTOR, SLIDER_VECTOR_ATT_LEN_MIN, 0.001f, "%1.3f", {} },
{ "Shadow Mask Tile Mode", 0, 0, 1, 1, SLIDER_INT_ENUM, SLIDER_SCREEN_TYPE_ANY, SLIDER_SHADOW_MASK_TILE_MODE, 0, "%s", { "Screen", "Source" } },
{ "Shadow Mask Amount", 0, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_SHADOW_MASK_ALPHA, 0.01f, "%1.2f", {} },
{ "Shadow Mask Pixel X Count", 1, 1, 1024, 1, SLIDER_INT, SLIDER_SCREEN_TYPE_ANY, SLIDER_SHADOW_MASK_X_COUNT, 0, "%d", {} },
{ "Shadow Mask Pixel Y Count", 1, 1, 1024, 1, SLIDER_INT, SLIDER_SCREEN_TYPE_ANY, SLIDER_SHADOW_MASK_Y_COUNT, 0, "%d", {} },
{ "Shadow Mask U Size", 1, 1, 32, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_SHADOW_MASK_U_SIZE, 0.03125f, "%2.5f", {} },
{ "Shadow Mask V Size", 1, 1, 32, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_SHADOW_MASK_V_SIZE, 0.03125f, "%2.5f", {} },
{ "Shadow Mask U Offset", -100, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_SHADOW_MASK_U_OFFSET, 0.01f, "%1.2f", {} },
{ "Shadow Mask V Offset", -100, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_SHADOW_MASK_V_OFFSET, 0.01f, "%1.2f", {} },
{ "Quadric Distortion Amount", -200, 0, 200, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_DISTORTION, 0.01f, "%2.2f", {} },
{ "Cubic Distortion Amount", -200, 0, 200, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_CUBIC_DISTORTION, 0.01f, "%2.2f", {} },
{ "Distorted Corner Amount", 0, 0, 200, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_DISTORT_CORNER, 0.01f, "%1.2f", {} },
{ "Rounded Corner Amount", 0, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_ROUND_CORNER, 0.01f, "%1.2f", {} },
{ "Smooth Border Amount", 0, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_SMOOTH_BORDER, 0.01f, "%1.2f", {} },
{ "Reflection Amount", 0, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_REFLECTION, 0.01f, "%1.2f", {} },
{ "Vignetting Amount", 0, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_VIGNETTING, 0.01f, "%1.2f", {} },
{ "Scanline Amount", 0, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_LCD_OR_RASTER, SLIDER_SCANLINE_ALPHA, 0.01f, "%1.2f", {} },
{ "Overall Scanline Scale", 0, 100, 400, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_LCD_OR_RASTER, SLIDER_SCANLINE_SCALE, 0.01f, "%1.2f", {} },
{ "Individual Scanline Scale", 0, 100, 400, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_LCD_OR_RASTER, SLIDER_SCANLINE_HEIGHT, 0.01f, "%1.2f", {} },
{ "Scanline Variation", 0, 100, 400, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_LCD_OR_RASTER, SLIDER_SCANLINE_VARIATION, 0.01f, "%1.2f", {} },
{ "Scanline Brightness Scale", 0, 100, 200, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_LCD_OR_RASTER, SLIDER_SCANLINE_BRIGHT_SCALE, 0.01f, "%1.2f", {} },
{ "Scanline Brightness Offset", 0, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_LCD_OR_RASTER, SLIDER_SCANLINE_BRIGHT_OFFSET, 0.01f, "%1.2f", {} },
{ "Scanline Jitter Amount", 0, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_LCD_OR_RASTER, SLIDER_SCANLINE_JITTER, 0.01f, "%1.2f", {} },
{ "Hum Bar Amount", 0, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_LCD_OR_RASTER, SLIDER_HUM_BAR_ALPHA, 0.01f, "%2.2f", {} },
{ "Defocus", 0, 0, 20, 1, SLIDER_VEC2, SLIDER_SCREEN_TYPE_ANY, SLIDER_DEFOCUS, 0.1f, "%1.1f", {} },
{ "Linear Convergence X,", -100, 0, 100, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_CONVERGE_X, 0.1f, "%3.1f",{} },
{ "Linear Convergence Y,", -100, 0, 100, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_CONVERGE_Y, 0.1f, "%3.1f", {} },
{ "Radial Convergence X,", -100, 0, 100, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_RADIAL_CONVERGE_X, 0.1f, "%3.1f", {} },
{ "Radial Convergence Y,", -100, 0, 100, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_RADIAL_CONVERGE_Y, 0.1f, "%3.1f", {} },
{ "Red Output from", -400, 0, 400, 5, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_RED_RATIO, 0.005f, "%2.3f", {} },
{ "Green Output from", -400, 0, 400, 5, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_GREEN_RATIO, 0.005f, "%2.3f", {} },
{ "Blue Output from", -400, 0, 400, 5, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLUE_RATIO, 0.005f, "%2.3f", {} },
{ "Color Saturation", 0, 1000, 4000, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_SATURATION, 0.01f, "%2.2f", {} },
{ "Signal Offset,", -100, 0, 100, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_OFFSET, 0.01f, "%2.2f", {} },
{ "Signal Scale,", -200, 100, 200, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_SCALE, 0.01f, "%2.2f", {} },
{ "Signal Exponent,", -800, 0, 800, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_POWER, 0.01f, "%2.2f", {} },
{ "Signal Floor,", 0, 0, 100, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_FLOOR, 0.01f, "%2.2f", {} },
{ "Phosphor Persistence,", 0, 0, 100, 1, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_PHOSPHOR, 0.01f, "%2.2f", {} },
{ "Bloom Blend Mode", 0, 0, 1, 1, SLIDER_INT_ENUM, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLOOM_BLEND_MODE, 0, "%s", { "Brighten", "Darken" } },
{ "Bloom Scale", 0, 0, 2000, 5, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLOOM_SCALE, 0.001f, "%1.3f", {} },
{ "Bloom Overdrive,", 0, 0, 2000, 5, SLIDER_COLOR, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLOOM_OVERDRIVE, 0.001f, "%1.3f", {} },
{ "Bloom Level 0 Scale", 0, 100, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLOOM_LVL0_SCALE, 0.01f, "%1.2f", {} },
{ "Bloom Level 1 Scale", 0, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLOOM_LVL1_SCALE, 0.01f, "%1.2f", {} },
{ "Bloom Level 2 Scale", 0, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLOOM_LVL2_SCALE, 0.01f, "%1.2f", {} },
{ "Bloom Level 3 Scale", 0, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLOOM_LVL3_SCALE, 0.01f, "%1.2f", {} },
{ "Bloom Level 4 Scale", 0, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLOOM_LVL4_SCALE, 0.01f, "%1.2f", {} },
{ "Bloom Level 5 Scale", 0, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLOOM_LVL5_SCALE, 0.01f, "%1.2f", {} },
{ "Bloom Level 6 Scale", 0, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLOOM_LVL6_SCALE, 0.01f, "%1.2f", {} },
{ "Bloom Level 7 Scale", 0, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLOOM_LVL7_SCALE, 0.01f, "%1.2f", {} },
{ "Bloom Level 8 Scale", 0, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_BLOOM_LVL8_SCALE, 0.01f, "%1.2f", {} },
{ "NTSC Processing", 0, 0, 1, 1, SLIDER_INT_ENUM, SLIDER_SCREEN_TYPE_LCD_OR_RASTER, SLIDER_NTSC_ENABLE, 0, "%s", { "Off", "On" } },
{ "NTSC Frame Jitter Offset", 0, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_LCD_OR_RASTER, SLIDER_NTSC_JITTER, 0.01f, "%1.2f", {} },
{ "NTSC A Value", -100, 50, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_LCD_OR_RASTER, SLIDER_NTSC_A_VALUE, 0.01f, "%1.2f", {} },
{ "NTSC B Value", -100, 50, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_LCD_OR_RASTER, SLIDER_NTSC_B_VALUE, 0.01f, "%1.2f", {} },
{ "NTSC Incoming Phase Pixel Clock Scale",-300, 100, 300, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_LCD_OR_RASTER, SLIDER_NTSC_P_VALUE, 0.01f, "%1.2f", {} },
{ "NTSC Outgoing Phase Offset", -300, 0, 300, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_LCD_OR_RASTER, SLIDER_NTSC_O_VALUE, 0.01f, "%1.2f", {} },
{ "NTSC Color Carrier (Hz)", 0, 35795, 60000, 5, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_LCD_OR_RASTER, SLIDER_NTSC_CC_VALUE, 0.001f, "%1.4f", {} },
{ "NTSC Color Notch Filter Width", 0, 100, 600, 5, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_LCD_OR_RASTER, SLIDER_NTSC_N_VALUE, 0.01f, "%1.4f", {} },
{ "NTSC Y Signal Bandwidth (Hz)", 0, 600, 600, 5, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_LCD_OR_RASTER, SLIDER_NTSC_Y_VALUE, 0.01f, "%1.4f", {} },
{ "NTSC I Signal Bandwidth (Hz)", 0, 120, 600, 5, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_LCD_OR_RASTER, SLIDER_NTSC_I_VALUE, 0.01f, "%1.4f", {} },
{ "NTSC Q Signal Bandwidth (Hz)", 0, 60, 600, 5, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_LCD_OR_RASTER, SLIDER_NTSC_Q_VALUE, 0.01f, "%1.4f", {} },
{ "NTSC Scanline Duration (uSec)", 0, 5260, 10000, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_LCD_OR_RASTER, SLIDER_NTSC_SCAN_TIME, 0.01f, "%1.2f", {} },
{ nullptr, 0, 0, 0, 0, 0, 0, -1, 0, nullptr, {} }
};
void *shaders::get_slider_option(int id, int index)
{
switch (id)
{
case SLIDER_VECTOR_BEAM_SMOOTH: return &(options->vector_beam_smooth);
case SLIDER_VECTOR_ATT_MAX: return &(options->vector_length_scale);
case SLIDER_VECTOR_ATT_LEN_MIN: return &(options->vector_length_ratio);
case SLIDER_SHADOW_MASK_TILE_MODE: return &(options->shadow_mask_tile_mode);
case SLIDER_SHADOW_MASK_ALPHA: return &(options->shadow_mask_alpha);
case SLIDER_SHADOW_MASK_X_COUNT: return &(options->shadow_mask_count_x);
case SLIDER_SHADOW_MASK_Y_COUNT: return &(options->shadow_mask_count_y);
case SLIDER_SHADOW_MASK_U_SIZE: return &(options->shadow_mask_u_size);
case SLIDER_SHADOW_MASK_V_SIZE: return &(options->shadow_mask_v_size);
case SLIDER_SHADOW_MASK_U_OFFSET: return &(options->shadow_mask_u_offset);
case SLIDER_SHADOW_MASK_V_OFFSET: return &(options->shadow_mask_v_offset);
case SLIDER_DISTORTION: return &(options->distortion);
case SLIDER_CUBIC_DISTORTION: return &(options->cubic_distortion);
case SLIDER_DISTORT_CORNER: return &(options->distort_corner);
case SLIDER_ROUND_CORNER: return &(options->round_corner);
case SLIDER_SMOOTH_BORDER: return &(options->smooth_border);
case SLIDER_REFLECTION: return &(options->reflection);
case SLIDER_VIGNETTING: return &(options->vignetting);
case SLIDER_SCANLINE_ALPHA: return &(options->scanline_alpha);
case SLIDER_SCANLINE_SCALE: return &(options->scanline_scale);
case SLIDER_SCANLINE_HEIGHT: return &(options->scanline_height);
case SLIDER_SCANLINE_VARIATION: return &(options->scanline_variation);
case SLIDER_SCANLINE_BRIGHT_SCALE: return &(options->scanline_bright_scale);
case SLIDER_SCANLINE_BRIGHT_OFFSET: return &(options->scanline_bright_offset);
case SLIDER_SCANLINE_JITTER: return &(options->scanline_jitter);
case SLIDER_HUM_BAR_ALPHA: return &(options->hum_bar_alpha);
case SLIDER_DEFOCUS: return &(options->defocus[index]);
case SLIDER_CONVERGE_X: return &(options->converge_x[index]);
case SLIDER_CONVERGE_Y: return &(options->converge_y[index]);
case SLIDER_RADIAL_CONVERGE_X: return &(options->radial_converge_x[index]);
case SLIDER_RADIAL_CONVERGE_Y: return &(options->radial_converge_y[index]);
case SLIDER_RED_RATIO: return &(options->red_ratio[index]);
case SLIDER_GREEN_RATIO: return &(options->grn_ratio[index]);
case SLIDER_BLUE_RATIO: return &(options->blu_ratio[index]);
case SLIDER_SATURATION: return &(options->saturation);
case SLIDER_OFFSET: return &(options->offset[index]);
case SLIDER_SCALE: return &(options->scale[index]);
case SLIDER_POWER: return &(options->power[index]);
case SLIDER_FLOOR: return &(options->floor[index]);
case SLIDER_PHOSPHOR: return &(options->phosphor[index]);
case SLIDER_BLOOM_BLEND_MODE: return &(options->bloom_blend_mode);
case SLIDER_BLOOM_SCALE: return &(options->bloom_scale);
case SLIDER_BLOOM_OVERDRIVE: return &(options->bloom_overdrive[index]);
case SLIDER_BLOOM_LVL0_SCALE: return &(options->bloom_level0_weight);
case SLIDER_BLOOM_LVL1_SCALE: return &(options->bloom_level1_weight);
case SLIDER_BLOOM_LVL2_SCALE: return &(options->bloom_level2_weight);
case SLIDER_BLOOM_LVL3_SCALE: return &(options->bloom_level3_weight);
case SLIDER_BLOOM_LVL4_SCALE: return &(options->bloom_level4_weight);
case SLIDER_BLOOM_LVL5_SCALE: return &(options->bloom_level5_weight);
case SLIDER_BLOOM_LVL6_SCALE: return &(options->bloom_level6_weight);
case SLIDER_BLOOM_LVL7_SCALE: return &(options->bloom_level7_weight);
case SLIDER_BLOOM_LVL8_SCALE: return &(options->bloom_level8_weight);
case SLIDER_NTSC_ENABLE: return &(options->yiq_enable);
case SLIDER_NTSC_JITTER: return &(options->yiq_jitter);
case SLIDER_NTSC_A_VALUE: return &(options->yiq_a);
case SLIDER_NTSC_B_VALUE: return &(options->yiq_b);
case SLIDER_NTSC_P_VALUE: return &(options->yiq_p);
case SLIDER_NTSC_O_VALUE: return &(options->yiq_o);
case SLIDER_NTSC_CC_VALUE: return &(options->yiq_cc);
case SLIDER_NTSC_N_VALUE: return &(options->yiq_n);
case SLIDER_NTSC_Y_VALUE: return &(options->yiq_y);
case SLIDER_NTSC_I_VALUE: return &(options->yiq_i);
case SLIDER_NTSC_Q_VALUE: return &(options->yiq_q);
case SLIDER_NTSC_SCAN_TIME: return &(options->yiq_scan_time);
}
return nullptr;
}
void shaders::init_slider_list()
{
m_sliders.clear();
for (slider* slider : internal_sliders)
{
delete slider;
}
internal_sliders.clear();
auto first_screen = machine->first_screen();
if (first_screen == nullptr)
{
return;
}
int screen_type = first_screen->screen_type();
for (int i = 0; s_sliders[i].name != nullptr; i++)
{
slider_desc *desc = &s_sliders[i];
if ((screen_type == SCREEN_TYPE_VECTOR && (desc->screen_type & SLIDER_SCREEN_TYPE_VECTOR) == SLIDER_SCREEN_TYPE_VECTOR) ||
(screen_type == SCREEN_TYPE_RASTER && (desc->screen_type & SLIDER_SCREEN_TYPE_RASTER) == SLIDER_SCREEN_TYPE_RASTER) ||
(screen_type == SCREEN_TYPE_LCD && (desc->screen_type & SLIDER_SCREEN_TYPE_LCD) == SLIDER_SCREEN_TYPE_LCD))
{
int count;
switch (desc->slider_type)
{
case SLIDER_VEC2:
count = 2;
break;
case SLIDER_COLOR:
count = 3;
break;
default:
count = 1;
break;
}
for (int j = 0; j < count; j++)
{
slider* slider_arg = new slider(desc, get_slider_option(desc->id, j), &options->params_dirty);
internal_sliders.push_back(slider_arg);
std::string name = desc->name;
switch (desc->slider_type)
{
case SLIDER_VEC2:
{
std::string names[2] = { " X", " Y" };
name = name + names[j];
break;
}
case SLIDER_COLOR:
{
std::string names[3] = { " Red", " Green", " Blue" };
name = name + names[j];
break;
}
default:
break;
}
slider_state* core_slider = slider_alloc(*machine, desc->id, name.c_str(), desc->minval, desc->defval, desc->maxval, desc->step, slider_arg);
ui::menu_item item;
item.text = core_slider->description;
item.subtext = "";
item.flags = 0;
item.ref = core_slider;
item.type = ui::menu_item_type::SLIDER;
m_sliders.push_back(item);
}
}
}
}
//============================================================
// uniform functions
//============================================================
uniform::uniform(effect *shader, const char *name, uniform_type type, int id)
{
m_shader = shader;
m_type = type;
m_handle = m_shader->get_parameter(nullptr, name);
m_id = id;
}
void uniform::update()
{
if (m_id >= CU_COUNT)
{
return;
}
shaders *shadersys = m_shader->m_shaders;
hlsl_options *options = shadersys->options;
renderer_d3d9 *d3d = shadersys->d3d;
auto win = d3d->assert_window();
auto first_screen = win->machine().first_screen();
bool vector_screen =
first_screen != nullptr &&
first_screen->screen_type() == SCREEN_TYPE_VECTOR;
switch (m_id)
{
case CU_SCREEN_DIMS:
{
vec2f screendims = d3d->get_dims();
m_shader->set_vector("ScreenDims", 2, &screendims.c.x);
break;
}
case CU_SCREEN_COUNT:
{
int screen_count = win->target()->current_view()->screens().count();
m_shader->set_int("ScreenCount", screen_count);
break;
}
case CU_SOURCE_DIMS:
{
if (vector_screen)
{
if (shadersys->curr_render_target)
{
// vector screen has no source texture, so take the source dimensions of the render target
float sourcedims[2] = {
float(shadersys->curr_render_target->width),
float(shadersys->curr_render_target->height) };
m_shader->set_vector("SourceDims", 2, sourcedims);
}
}
else
{
if (shadersys->curr_texture)
{
vec2f sourcedims = shadersys->curr_texture->get_rawdims();
m_shader->set_vector("SourceDims", 2, &sourcedims.c.x);
}
}
break;
}
case CU_TARGET_DIMS:
{
if (shadersys->curr_render_target)
{
float targetdims[2] = {
float(shadersys->curr_render_target->target_width),
float(shadersys->curr_render_target->target_height) };
m_shader->set_vector("TargetDims", 2, targetdims);
}
break;
}
case CU_TARGET_SCALE:
{
if (shadersys->curr_render_target)
{
float targetscale[2] = {
shadersys->oversampling_enable ? 2.0f : 1.0f,
shadersys->oversampling_enable ? 2.0f : 1.0f };
m_shader->set_vector("TargetScale", 2, targetscale);
}
break;
}
case CU_QUAD_DIMS:
{
if (shadersys->curr_poly)
{
float quaddims[2] = {
floorf(shadersys->curr_poly->prim_width() + 0.5f),
floorf(shadersys->curr_poly->prim_height() + 0.5f) };
m_shader->set_vector("QuadDims", 2, quaddims);
}
break;
}
case CU_SWAP_XY:
{
m_shader->set_bool("SwapXY", win->swap_xy());
break;
}
case CU_VECTOR_SCREEN:
{
m_shader->set_bool("VectorScreen", vector_screen);
break;
}
case CU_NTSC_CCFREQ:
m_shader->set_float("CCValue", options->yiq_cc);
break;
case CU_NTSC_A:
m_shader->set_float("AValue", options->yiq_a);
break;
case CU_NTSC_B:
m_shader->set_float("BValue", options->yiq_b);
break;
case CU_NTSC_O:
m_shader->set_float("OValue", options->yiq_o);
break;
case CU_NTSC_P:
m_shader->set_float("PValue", options->yiq_p);
break;
case CU_NTSC_NOTCH:
m_shader->set_float("NotchHalfWidth", options->yiq_n);
break;
case CU_NTSC_YFREQ:
m_shader->set_float("YFreqResponse", options->yiq_y);
break;
case CU_NTSC_IFREQ:
m_shader->set_float("IFreqResponse", options->yiq_i);
break;
case CU_NTSC_QFREQ:
m_shader->set_float("QFreqResponse", options->yiq_q);
break;
case CU_NTSC_HTIME:
m_shader->set_float("ScanTime", options->yiq_scan_time);
break;
case CU_NTSC_ENABLE:
m_shader->set_float("YIQEnable", options->yiq_enable ? 1.0f : 0.0f);
break;
case CU_COLOR_RED_RATIOS:
m_shader->set_vector("RedRatios", 3, options->red_ratio);
break;
case CU_COLOR_GRN_RATIOS:
m_shader->set_vector("GrnRatios", 3, options->grn_ratio);
break;
case CU_COLOR_BLU_RATIOS:
m_shader->set_vector("BluRatios", 3, options->blu_ratio);
break;
case CU_COLOR_OFFSET:
m_shader->set_vector("Offset", 3, options->offset);
break;
case CU_COLOR_SCALE:
m_shader->set_vector("Scale", 3, options->scale);
break;
case CU_COLOR_SATURATION:
m_shader->set_float("Saturation", options->saturation);
break;
case CU_CONVERGE_LINEAR_X:
m_shader->set_vector("ConvergeX", 3, options->converge_x);
break;
case CU_CONVERGE_LINEAR_Y:
m_shader->set_vector("ConvergeY", 3, options->converge_y);
break;
case CU_CONVERGE_RADIAL_X:
m_shader->set_vector("RadialConvergeX", 3, options->radial_converge_x);
break;
case CU_CONVERGE_RADIAL_Y:
m_shader->set_vector("RadialConvergeY", 3, options->radial_converge_y);
break;
case CU_FOCUS_SIZE:
m_shader->set_vector("Defocus", 2, &options->defocus[0]);
break;
case CU_PHOSPHOR_LIFE:
m_shader->set_vector("Phosphor", 3, options->phosphor);
break;
case CU_POST_REFLECTION:
m_shader->set_float("ReflectionAmount", options->reflection);
break;
case CU_POST_VIGNETTING:
m_shader->set_float("VignettingAmount", options->vignetting);
break;
case CU_POST_DISTORTION:
m_shader->set_float("DistortionAmount", options->distortion);
break;
case CU_POST_CUBIC_DISTORTION:
m_shader->set_float("CubicDistortionAmount", options->cubic_distortion);
break;
case CU_POST_DISTORT_CORNER:
m_shader->set_float("DistortCornerAmount", options->distort_corner);
break;
case CU_POST_ROUND_CORNER:
m_shader->set_float("RoundCornerAmount", options->round_corner);
break;
case CU_POST_SMOOTH_BORDER:
m_shader->set_float("SmoothBorderAmount", options->smooth_border);
break;
case CU_POST_SHADOW_ALPHA:
m_shader->set_float("ShadowAlpha", shadersys->shadow_texture == nullptr ? 0.0f : options->shadow_mask_alpha);
break;
case CU_POST_SHADOW_COUNT:
{
float shadowcount[2] = { float(options->shadow_mask_count_x), float(options->shadow_mask_count_y) };
m_shader->set_vector("ShadowCount", 2, shadowcount);
break;
}
case CU_POST_SHADOW_UV:
{
float shadowuv[2] = { options->shadow_mask_u_size, options->shadow_mask_v_size };
m_shader->set_vector("ShadowUV", 2, shadowuv);
break;
}
case CU_POST_SHADOW_UV_OFFSET:
{
float shadowuv[2] = { options->shadow_mask_u_offset, options->shadow_mask_v_offset };
m_shader->set_vector("ShadowUVOffset", 2, shadowuv);
break;
}
case CU_POST_SHADOW_DIMS:
{
vec2f shadow_dims;
if (shadersys->shadow_texture)
{
shadow_dims = shadersys->shadow_texture->get_rawdims();
}
else
{
shadow_dims.c.x = 1.0f;
shadow_dims.c.y = 1.0f;
}
m_shader->set_vector("ShadowDims", 2, &shadow_dims.c.x);
break;
}
case CU_POST_SCANLINE_ALPHA:
m_shader->set_float("ScanlineAlpha", options->scanline_alpha);
break;
case CU_POST_SCANLINE_SCALE:
m_shader->set_float("ScanlineScale", options->scanline_scale);
break;
case CU_POST_SCANLINE_HEIGHT:
m_shader->set_float("ScanlineHeight", options->scanline_height);
break;
case CU_POST_SCANLINE_VARIATION:
m_shader->set_float("ScanlineVariation", options->scanline_variation);
break;
case CU_POST_SCANLINE_BRIGHT_SCALE:
m_shader->set_float("ScanlineBrightScale", options->scanline_bright_scale);
break;
case CU_POST_SCANLINE_BRIGHT_OFFSET:
m_shader->set_float("ScanlineBrightOffset", options->scanline_bright_offset);
break;
case CU_POST_POWER:
m_shader->set_vector("Power", 3, options->power);
break;
case CU_POST_FLOOR:
m_shader->set_vector("Floor", 3, options->floor);
break;
}
}
//============================================================
// effect functions
//============================================================
effect::effect(shaders *shadersys, IDirect3DDevice9 *dev, const char *name, const char *path)
{
LPD3DXBUFFER buffer_errors = nullptr;
m_shaders = shadersys;
m_valid = false;
char name_cstr[1024];
sprintf(name_cstr, "%s\\%s", path, name);
auto effect_name = osd::text::to_tstring(name_cstr);
HRESULT hr = (*shadersys->d3dx_create_effect_from_file_ptr)(dev, effect_name.c_str(), nullptr, nullptr, 0, nullptr, &m_effect, &buffer_errors);
if (FAILED(hr))
{
if (buffer_errors != nullptr)
{
LPVOID compile_errors = buffer_errors->GetBufferPointer();
osd_printf_verbose("Unable to compile shader: %s\n", (const char*)compile_errors);
}
else
{
osd_printf_verbose("Shader %s is missing, corrupt or cannot be compiled.\n", (const char*)name);
}
}
else
{
m_valid = true;
}
}
effect::~effect()
{
m_effect->Release();
}
void effect::add_uniform(const char *name, uniform::uniform_type type, int id)
{
m_uniform_list.push_back(std::make_unique<uniform>(this, name, type, id));
}
void effect::update_uniforms()
{
for (auto &uniform : m_uniform_list)
(*uniform).update();
}
void effect::begin(UINT *passes, DWORD flags)
{
m_effect->Begin(passes, flags);
}
void effect::end()
{
m_effect->End();
}
void effect::begin_pass(UINT pass)
{
m_effect->BeginPass(pass);
}
void effect::end_pass()
{
m_effect->EndPass();
}
void effect::set_technique(const char *name)
{
m_effect->SetTechnique(name);
}
void effect::set_vector(D3DXHANDLE param, int count, float *vector)
{
static D3DXVECTOR4 out_vector;
if (count > 0)
{
out_vector.x = vector[0];
}
if (count > 1)
{
out_vector.y = vector[1];
}
if (count > 2)
{
out_vector.z = vector[2];
}
if (count > 3)
{
out_vector.w = vector[3];
}
m_effect->SetVector(param, &out_vector);
}
void effect::set_float(D3DXHANDLE param, float value)
{
m_effect->SetFloat(param, value);
}
void effect::set_int(D3DXHANDLE param, int value)
{
m_effect->SetInt(param, value);
}
void effect::set_bool(D3DXHANDLE param, bool value)
{
m_effect->SetBool(param, value);
}
void effect::set_matrix(D3DXHANDLE param, D3DXMATRIX *matrix)
{
m_effect->SetMatrix(param, matrix);
}
void effect::set_texture(D3DXHANDLE param, IDirect3DTexture9 *tex)
{
m_effect->SetTexture(param, tex);
}
D3DXHANDLE effect::get_parameter(D3DXHANDLE param, const char *name)
{
return m_effect->GetParameterByName(param, name);
}